1 | /* |
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2 | * static char *rcsid_object_h = |
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3 | * "$Id: object.h,v 1.1 2006/02/03 07:12:50 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
27 | */ |
22 | */ |
28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
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27 | #include "cfperl.h" |
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28 | #include "shstr.h" |
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29 | |
32 | typedef uint32 tag_t; |
30 | typedef uint32 tag_t; |
33 | #define NUM_BODY_LOCATIONS 12 |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | #define BODY_ARMS 1 |
32 | #define BODY_ARMS 1 |
35 | |
33 | |
36 | /* See common/item.c */ |
34 | /* See common/item.c */ |
37 | |
35 | |
38 | typedef struct Body_Locations { |
36 | typedef struct Body_Locations |
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37 | { |
39 | char *save_name; /* Name used to load/save it to disk */ |
38 | const char *save_name; /* Name used to load/save it to disk */ |
40 | char *use_name; /* Name used when describing an item we can use */ |
39 | const char *use_name; /* Name used when describing an item we can use */ |
41 | char *nonuse_name; /* Name to describe objects we can't use */ |
40 | const char *nonuse_name; /* Name to describe objects we can't use */ |
42 | } Body_Locations; |
41 | } Body_Locations; |
43 | |
42 | |
44 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
45 | |
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46 | typedef struct _event |
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47 | { |
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48 | int type; |
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49 | const char *hook; |
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50 | const char *plugin; |
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51 | const char *options; |
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52 | struct _event *next; |
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53 | } event; |
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54 | |
44 | |
55 | /* |
45 | /* |
56 | * Each object (this also means archetypes!) could have a few of these |
46 | * Each object (this also means archetypes!) could have a few of these |
57 | * "dangling" from it; this could also end up containing 'parse errors'. |
47 | * "dangling" from it; this could also end up containing 'parse errors'. |
58 | * |
48 | * |
… | |
… | |
60 | * |
50 | * |
61 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
51 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
62 | * accessing the list directly. |
52 | * accessing the list directly. |
63 | * Exception is if you want to walk this list for some reason. |
53 | * Exception is if you want to walk this list for some reason. |
64 | */ |
54 | */ |
65 | typedef struct _key_value { |
55 | struct key_value |
66 | const char * key; |
56 | { |
67 | const char * value; |
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68 | struct _key_value * next; |
57 | key_value *next; |
69 | } key_value; |
58 | shstr key, value; |
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59 | }; |
70 | |
60 | |
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61 | struct UUID |
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62 | { |
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63 | uint64 seq; |
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64 | }; |
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65 | |
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66 | extern void init_uuid (); |
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67 | extern UUID gen_uuid (); |
71 | |
68 | |
72 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
73 | * sprinkled in the code. Note that some of these also replace fields |
70 | * sprinkled in the code. Note that some of these also replace fields |
74 | * that were in the can_apply area. What is the point of having both |
71 | * that were in the can_apply area. What is the point of having both |
75 | * can_apply and will_apply? |
72 | * can_apply and will_apply? |
76 | */ |
73 | */ |
77 | #define WILL_APPLY_HANDLE 0x1 |
74 | #define WILL_APPLY_HANDLE 0x01 |
78 | #define WILL_APPLY_TREASURE 0x2 |
75 | #define WILL_APPLY_TREASURE 0x02 |
79 | #define WILL_APPLY_EARTHWALL 0x4 |
76 | #define WILL_APPLY_EARTHWALL 0x04 |
80 | #define WILL_APPLY_DOOR 0x8 |
77 | #define WILL_APPLY_DOOR 0x08 |
81 | #define WILL_APPLY_FOOD 0x10 |
78 | #define WILL_APPLY_FOOD 0x10 |
82 | |
79 | |
83 | |
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84 | /* Note that the ordering of this structure is sort of relevent - |
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85 | * copy_object copies everything over beyond 'name' using memcpy. |
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86 | * Thus, values that need to be copied need to be located beyond that |
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87 | * point. |
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88 | * |
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89 | * However, if you're keeping a pointer of some sort, you probably |
80 | /* However, if you're keeping a pointer of some sort, you probably |
90 | * don't just want it copied, so you'll need to add to common/object.c, |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. copy-object |
82 | * e.g. copy_object. |
92 | * |
83 | */ |
93 | * I've tried to clean up this structure a bit (in terms of formatting) |
84 | |
94 | * by making it more consistent. I've also tried to locate some of the fields |
85 | // these are not being copied |
95 | * more logically together (put the item related ones together, the monster |
86 | ACC_CLASS (object) |
96 | * related ones, etc. |
87 | struct object_keep : refcounted |
97 | * This structure is best viewed with about a 100 width screen. |
88 | { |
98 | * MSW 2002-07-05 |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
99 | */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
100 | typedef struct obj { |
91 | |
101 | /* These variables are not changed by copy_object() */ |
92 | /* These variables are not changed by copy_object() */ |
102 | struct pl *contr; /* Pointer to the player which control this object */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
103 | struct obj *next; /* Pointer to the next object in the free/used list */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
104 | struct obj *prev; /* Pointer to the previous object in the free/used list*/ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
105 | struct obj *active_next; /* Next & previous object in the 'active' */ |
96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
106 | struct obj *active_prev; /* List. This is used in process_events */ |
97 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
107 | /* so that the entire object list does not */ |
98 | /* so that the entire object list does not */ |
108 | /* need to be gone through. */ |
99 | /* need to be gone through. */ |
109 | struct obj *below; /* Pointer to the object stacked below this one */ |
100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
110 | struct obj *above; /* Pointer to the object stacked above this one */ |
101 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
111 | /* Note: stacked in the *same* environment*/ |
102 | /* Note: stacked in the *same* environment */ |
112 | struct obj *inv; /* Pointer to the first object in the inventory */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
113 | struct obj *container; /* Current container being used. I think this |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
114 | * is only used by the player right now. |
105 | * is only used by the player right now. |
115 | */ |
106 | */ |
116 | struct obj *env; /* Pointer to the object which is the environment. |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
117 | * This is typically the container that the object is in. |
108 | * This is typically the container that the object is in. |
118 | */ |
109 | */ |
119 | struct obj *more; /* Pointer to the rest of a large body of objects */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
120 | struct obj *head; /* Points to the main object of a large body */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
121 | struct mapdef *map; /* Pointer to the map in which this object is present */ |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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113 | }; |
122 | |
114 | |
123 | tag_t count; /* Unique object number for this object */ |
115 | // these are being copied |
124 | uint16 refcount; /* How many objects points to this object */ |
116 | struct object_copy : attachable<object> |
125 | |
117 | { |
126 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
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127 | * All fields beow this point are automatically copied by memcpy. If |
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128 | * adding something that needs a refcount updated, make sure you modify |
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129 | * copy_object to do so. Everything below here also gets cleared |
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130 | * by clear_object() |
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131 | */ |
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132 | const char *name; /* The name of the object, obviously... */ |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
133 | const char *name_pl; /* The plural name of the object */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
134 | const char *title; /* Of foo, etc */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
135 | const char *race; /* human, goblin, dragon, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
136 | const char *slaying; /* Which race to do double damage to */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
137 | /* If this is an exit, this is the filename */ |
123 | /* If this is an exit, this is the filename */ |
138 | const char *skill; /* Name of the skill this object uses/grants */ |
124 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
139 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
140 | const char *lore; /* Obscure information about this object, */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
141 | /* To get put into books and the like. */ |
127 | /* To get put into books and the like. */ |
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128 | shstr ACC (RW, materialname); /* specific material name */ |
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129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
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134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
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136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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137 | }; |
142 | |
138 | |
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139 | // these are being copied and also cleared |
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140 | struct object_pod |
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141 | { |
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142 | New_Face *ACC (RW, face); /* Face with colors */ |
143 | sint16 x,y; /* Position in the map for this object */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
144 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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145 | float speed; /* The overall speed of this object */ |
144 | float ACC (RW, speed); /* The overall speed of this object */ |
146 | float speed_left; /* How much speed is left to spend this round */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
147 | uint32 nrof; /* How many of the objects */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
148 | New_Face *face; /* Face with colors */ |
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149 | sint8 direction; /* Means the object is moving that way. */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
150 | sint8 facing; /* Object is oriented/facing that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
151 | |
149 | |
152 | /* This next big block are basically used for monsters and equipment */ |
150 | /* This next big block are basically used for monsters and equipment */ |
153 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
154 | uint8 subtype; /* subtype of object */ |
152 | uint8 ACC (RW, subtype); /* subtype of object */ |
155 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
153 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
156 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
154 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
157 | uint32 attacktype; /* Bitmask of attacks this object does */ |
155 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
158 | uint32 path_attuned; /* Paths the object is attuned to */ |
156 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
159 | uint32 path_repelled; /* Paths the object is repelled from */ |
157 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
160 | uint32 path_denied; /* Paths the object is denied access to */ |
158 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
161 | uint16 material; /* What materials this object consist of */ |
159 | uint16 ACC (RW, material); /* What materials this object consist of */ |
162 | const char *materialname; /* specific material name */ |
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163 | sint8 magic; /* Any magical bonuses to this item */ |
160 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
164 | uint8 state; /* How the object was last drawn (animation) */ |
161 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
165 | sint32 value; /* How much money it is worth (or contains) */ |
162 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
166 | sint16 level; /* Level of creature or object */ |
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167 | /* Note that the last_.. values are sometimes used for non obvious |
163 | /* Note that the last_.. values are sometimes used for non obvious |
168 | * meanings by some objects, eg, sp penalty, permanent exp. |
164 | * meanings by some objects, eg, sp penalty, permanent exp. |
169 | */ |
165 | */ |
170 | sint32 last_heal; /* Last healed. Depends on constitution */ |
166 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
171 | sint32 last_sp; /* As last_heal, but for spell points */ |
167 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
172 | sint16 last_grace; /* as last_sp, except for grace */ |
168 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
173 | sint16 last_eat; /* How long since we last ate */ |
169 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
174 | sint16 invisible; /* How much longer the object will be invis */ |
170 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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171 | sint16 ACC (RW, level); /* Level of creature or object */ |
175 | uint8 pick_up; /* See crossfire.doc */ |
172 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
176 | sint8 item_power; /* power rating of the object */ |
173 | sint8 ACC (RW, item_power); /* power rating of the object */ |
177 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
178 | sint32 weight; /* Attributes of the object */ |
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179 | sint32 weight_limit; /* Weight-limit of object */ |
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180 | sint32 carrying; /* How much weight this object contains */ |
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181 | sint8 glow_radius; /* indicates the glow radius of the object */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
182 | living stats; /* Str, Con, Dex, etc */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
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178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
183 | sint64 perm_exp; /* Permanent exp */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
184 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
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185 | /* each time the object attacks something */ |
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186 | struct obj *current_weapon; /* Pointer to the weapon currently used */ |
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187 | uint32 weapontype; /* type of weapon */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
188 | uint32 tooltype; /* type of tool or build facility */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
189 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
182 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
190 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
183 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
191 | /* See the doc/Developers/objects for more info about body locations */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
192 | |
186 | |
193 | /* Following mostly refers to fields only used for monsters */ |
187 | /* Following mostly refers to fields only used for monsters */ |
194 | struct obj *owner; /* Pointer to the object which controls this one */ |
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195 | /* Owner should not be referred to directly - */ |
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196 | /* get_owner should be used instead. */ |
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197 | tag_t ownercount; /* What count the owner had (in case owner */ |
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198 | /* has been freed) */ |
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199 | struct obj *enemy; /* Monster/player to follow even if not closest */ |
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200 | struct obj *attacked_by; /* This object start to attack us! only player & monster */ |
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201 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
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202 | struct treasureliststruct *randomitems; /* Items to be generated */ |
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203 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
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204 | struct obj *chosen_skill; /* the skill chosen to use */ |
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205 | uint32 hide; /* The object is hidden, not invisible */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
206 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
207 | /* allows different movement patterns for attackers */ |
190 | /* allows different movement patterns for attackers */ |
208 | sint32 move_status; /* What stage in attack mode */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
209 | uint16 attack_movement;/* What kind of attack movement */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
210 | uint8 will_apply; /* See crossfire.doc */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
211 | struct obj *spellitem; /* Spell ability monster is choosing to use */ |
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212 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
194 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
213 | /* races/classes can need less/more exp to gain levels */ |
195 | /* races/classes can need less/more exp to gain levels */ |
214 | |
196 | |
215 | /* Spell related information, may be useful elsewhere |
197 | /* Spell related information, may be useful elsewhere |
216 | * Note that other fields are used - these files are basically |
198 | * Note that other fields are used - these files are basically |
217 | * only used in spells. |
199 | * only used in spells. |
218 | */ |
200 | */ |
219 | sint16 duration; /* How long the spell lasts */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
220 | uint8 duration_modifier; /* how level modifies duration */ |
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221 | sint16 casting_time; /* time left before spell goes off */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
222 | struct obj *spell; /* Spell that was being cast */ |
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223 | uint16 start_holding; |
203 | uint16 ACC (RW, start_holding); |
224 | char *spellarg; |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
225 | uint8 dam_modifier; /* How going up in level effects damage */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
226 | sint8 range; /* Range of the spell */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
227 | uint8 range_modifier; /* How going up in level effects range */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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208 | char *ACC (RW, spellarg); |
228 | |
209 | |
229 | /* Following are values used by any object */ |
210 | /* Following are values used by any object */ |
230 | struct archt *arch; /* Pointer to archetype */ |
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
231 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
232 | /* this objects turns into or what this object creates */ |
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233 | uint32 flags[4]; /* various flags */ |
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234 | uint16 animation_id; /* An index into the animation array */ |
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235 | uint8 anim_speed; /* ticks between animation-frames */ |
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236 | uint8 last_anim; /* last sequence used to draw face */ |
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237 | sint32 elevation; /* elevation of this terrain - not currently used */ |
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238 | uint8 smoothlevel; /* how to smooth this square around*/ |
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239 | |
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240 | MoveType move_type; /* Type of movement this object uses */ |
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241 | MoveType move_block; /* What movement types this blocks */ |
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242 | MoveType move_on; /* Move types affected moving on to this space */ |
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243 | MoveType move_off; /* Move types affected moving off this space */ |
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244 | MoveType move_slow; /* Movement types this slows down */ |
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245 | float move_slow_penalty; /* How much this slows down the object */ |
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246 | |
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247 | event *events; |
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248 | |
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249 | const char *custom_name; /* Custom name assigned by player */ |
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250 | key_value *key_values; /* Fields not explictly known by the loader. */ |
214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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215 | /* this objects turns into or what this object creates */ |
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216 | uint32 flags[4]; /* various flags */ |
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217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
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218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
251 | |
223 | |
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224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
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226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
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227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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231 | }; |
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232 | |
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233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
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234 | { |
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235 | typedef unordered_vector<object *> vector; |
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236 | |
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237 | static vector mortals; |
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238 | static vector active; // active objects, not yet used |
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239 | static vector objects; // not used yet, use first->next->... |
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240 | static object *first; // will be replaced by "objects" |
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241 | |
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242 | static object *create (); |
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243 | void free (bool free_inventory = false); |
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244 | |
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245 | static void free_mortals (); |
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246 | static bool can_merge (object *op1, object *op2); |
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247 | |
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248 | void clear (); |
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249 | void clone (object *destination); |
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250 | |
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251 | void instantiate () |
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252 | { |
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253 | if (!uuid.seq) // HACK |
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254 | uuid = gen_uuid (); |
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255 | |
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256 | attachable<object>::instantiate (); |
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257 | } |
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258 | |
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259 | void set_owner (object *owner); |
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260 | |
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261 | // info must hold 256 * 3 bytes currently |
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262 | const char *debug_desc (char *info) const; |
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263 | const char *debug_desc () const; |
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264 | |
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265 | // fully recursive iterator |
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266 | struct iterator_base |
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267 | { |
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268 | object *item; |
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269 | |
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270 | iterator_base (object *container) |
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271 | : item (container) |
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272 | { |
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273 | } |
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274 | |
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275 | operator object *() const { return item; } |
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276 | |
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277 | object *operator ->() const { return item; } |
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278 | object &operator * () const { return *item; } |
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279 | }; |
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280 | |
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281 | // depth-first recursive iterator |
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282 | struct depth_iterator : iterator_base |
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283 | { |
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284 | depth_iterator (object *container); |
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285 | void next (); |
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286 | object *operator ++( ) { next (); return item; } |
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287 | object *operator ++(int) { object *i = item; next (); return i; } |
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288 | }; |
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289 | |
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290 | object *begin () |
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291 | { |
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292 | return this; |
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293 | } |
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294 | |
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295 | object *end () |
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296 | { |
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297 | return this; |
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298 | } |
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299 | |
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300 | protected: |
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301 | friend struct archetype; |
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302 | |
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303 | void link (); |
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304 | void unlink (); |
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305 | |
252 | } object; |
306 | object (); |
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307 | ~object (); |
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308 | }; |
253 | |
309 | |
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310 | #define get_object() object::create () |
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311 | #define free_object(op) (op)->free (0) |
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312 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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313 | #define clear_owner(op) (op)->owner = 0 |
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314 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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315 | #define get_owner(op) (op)->owner |
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316 | #define clear_object(op) (op)->clear () |
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317 | |
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318 | static inline void |
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319 | set_owner (object *op, object *owner) |
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320 | { |
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321 | op->set_owner (owner); |
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322 | } |
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323 | |
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324 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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325 | |
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326 | typedef struct oblnk |
254 | typedef struct oblnk { /* Used to link together several objects */ |
327 | { /* Used to link together several objects */ |
255 | object *ob; |
328 | object *ob; |
256 | struct oblnk *next; |
329 | struct oblnk *next; |
257 | tag_t id; |
330 | tag_t id; |
258 | } objectlink; |
331 | } objectlink; |
259 | |
332 | |
260 | typedef struct oblinkpt { /* Used to link together several object links */ |
333 | typedef struct oblinkpt |
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334 | { /* Used to link together several object links */ |
261 | struct oblnk *link; |
335 | struct oblnk *link; |
262 | long value; /* Used as connected value in buttons/gates */ |
336 | long value; /* Used as connected value in buttons/gates */ |
263 | struct oblinkpt *next; |
337 | struct oblinkpt *next; |
264 | } oblinkpt; |
338 | } oblinkpt; |
265 | |
339 | |
266 | /* |
340 | /* |
267 | * The archetype structure is a set of rules on how to generate and manipulate |
341 | * The archetype structure is a set of rules on how to generate and manipulate |
… | |
… | |
270 | * be much left in the archetype - all it really is is a holder for the |
344 | * be much left in the archetype - all it really is is a holder for the |
271 | * object and pointers. This structure should get removed, and just replaced |
345 | * object and pointers. This structure should get removed, and just replaced |
272 | * by the object structure |
346 | * by the object structure |
273 | */ |
347 | */ |
274 | |
348 | |
275 | typedef struct archt { |
349 | ACC_CLASS(archetype) |
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350 | struct archetype : zero_initialised |
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351 | { |
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352 | archetype (); |
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353 | ~archetype (); |
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354 | |
276 | const char *name; /* More definite name, like "generate_kobold" */ |
355 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
277 | struct archt *next; /* Next archetype in a linked list */ |
356 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
278 | struct archt *head; /* The main part of a linked object */ |
357 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
279 | struct archt *more; /* Next part of a linked object */ |
358 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
280 | object clone; /* An object from which to do copy_object() */ |
359 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
281 | uint32 editable; /* editable flags (mainly for editor) */ |
360 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
282 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
361 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
283 | * in comparison to the head. |
362 | * in comparison to the head. |
284 | */ |
363 | */ |
285 | } archetype; |
364 | }; |
286 | |
365 | |
287 | extern object *objects; |
366 | extern object *objects; |
288 | extern object *active_objects; |
367 | extern object *active_objects; |
289 | extern object *free_objects; |
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290 | extern object objarray[STARTMAX]; |
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291 | |
368 | |
292 | extern int nrofallocobjects; |
369 | extern int nrofallocobjects; |
293 | extern int nroffreeobjects; |
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294 | |
370 | |
295 | /* This returns TRUE if the object is somethign that |
371 | /* This returns TRUE if the object is something that |
296 | * should be displayed in the look window |
372 | * should be displayed in the look window |
297 | */ |
373 | */ |
298 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
374 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
299 | |
375 | |
300 | /* Used by update_object to know if the object being passed is |
376 | /* Used by update_object to know if the object being passed is |
301 | * being added or removed. |
377 | * being added or removed. |
302 | */ |
378 | */ |
303 | #define UP_OBJ_INSERT 1 |
379 | #define UP_OBJ_INSERT 1 |
304 | #define UP_OBJ_REMOVE 2 |
380 | #define UP_OBJ_REMOVE 2 |
305 | #define UP_OBJ_CHANGE 3 |
381 | #define UP_OBJ_CHANGE 3 |
306 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
382 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
307 | |
383 | |
308 | /* These are flags passed to insert_ob_in_map and |
384 | /* These are flags passed to insert_ob_in_map and |
309 | * insert_ob_in_ob. Note that all flags may not be meaningful |
385 | * insert_ob_in_ob. Note that all flags may not be meaningful |
310 | * for both functions. |
386 | * for both functions. |
311 | * Most are fairly explanatory: |
387 | * Most are fairly explanatory: |
… | |
… | |
330 | * are mutually exclusive. The behaviour for passing more than one |
406 | * are mutually exclusive. The behaviour for passing more than one |
331 | * should be considered undefined - while you may notice what happens |
407 | * should be considered undefined - while you may notice what happens |
332 | * right now if you pass more than one, that could very well change |
408 | * right now if you pass more than one, that could very well change |
333 | * in future revisions of the code. |
409 | * in future revisions of the code. |
334 | */ |
410 | */ |
335 | #define INS_NO_MERGE 0x0001 |
411 | #define INS_NO_MERGE 0x0001 |
336 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
412 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
337 | #define INS_NO_WALK_ON 0x0004 |
413 | #define INS_NO_WALK_ON 0x0004 |
338 | #define INS_ON_TOP 0x0008 |
414 | #define INS_ON_TOP 0x0008 |
339 | #define INS_BELOW_ORIGINATOR 0x0010 |
415 | #define INS_BELOW_ORIGINATOR 0x0010 |
340 | #define INS_MAP_LOAD 0x0020 |
416 | #define INS_MAP_LOAD 0x0020 |
341 | |
417 | |
342 | #define ARCH_SINGULARITY "singularity" |
418 | #define ARCH_SINGULARITY "singularity" |
343 | #define ARCH_SINGULARITY_LEN 11 |
419 | #define ARCH_SINGULARITY_LEN 11 |
344 | #define ARCH_DETECT_MAGIC "detect_magic" |
420 | #define ARCH_DETECT_MAGIC "detect_magic" |
345 | #define ARCH_DEPLETION "depletion" |
421 | #define ARCH_DEPLETION "depletion" |